Interactions between multiple engines in cooperative and competitive gameplay in electronic entertainment
Abstract
A system for real-time communication between a plurality of different games, including: a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games; an interchange protocol for permitting use of a common vocabulary between the plurality of dissimilar/different engines of the plurality of events; and a vocabulary generation system for mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines; wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.
Claims
exact text as granted — not AI-modified1 . A system for real-time communication between a plurality of different games, the system comprising:
a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games; an interchange protocol for permitting use of a common vocabulary between the plurality of different engines of the plurality of events; and a vocabulary generation system for mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines; wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.
2 . The system of claim 1 , wherein the vocabulary generation system defines how the mapping is defined at runtime.
3 . The system of claim 1 , wherein when the internal events of a first game combine to fit a mapping in a vocabulary of the first game, one or more event messages are sent to a second game to trigger the external events in the second game.
4 . The system of claim 3 , wherein the one or more event messages are either negative event messages sent to enemies or positive event messages sent to allies.
5 . The system of claim 1 , wherein sending one or more events consists of sending an external event identifier and an identifier of a player of a first game that triggered the internal events to a second engine.
6 . A method for real-time communication of a plurality of events between a plurality of games, the method comprising:
providing a plurality of different gaming engines that transmit and receive a plurality events between the plurality of different games; permitting use of a common vocabulary between the plurality of different engines of the plurality of events via an interchange protocol; and mapping internal events from a first engine of the plurality of different gaming engines to external events of a second engine of the plurality of different gaming engines via a vocabulary generation system; wherein each of the plurality of different games includes an event table, a build event mapping function, and a use built-in event mapping function, the event table being unknown in advance to each of the plurality of different games.
7 . The method of claim 6 , wherein the vocabulary generation system defines how the mapping is defined at runtime.
8 . The method of claim 6 , wherein when the internal events of a first game combine to fit a mapping in a vocabulary of the first game, one or more event messages are sent to a second game to trigger the external events in the second game.
9 . The method of claim 8 , wherein the one or more event messages are either negative event messages sent to enemies or positive event messages sent to allies.
10 . The method of claim 6 , wherein sending one or more events consists of sending an external event identifier and an identifier of a player of a first game that triggered the internal events to a second engine.
11 . A method for real-time communication of events between a plurality of gaming engines of a plurality of games, the method comprising:
generating an interchange protocol with which the plurality of games communicate with each other; using a predetermined vocabulary; and generating and sending events between engines of each of the plurality of games.
12 . The method of claim 11 , wherein the predetermined vocabulary defines how the mapping is defined at runtime.Join the waitlist — get patent alerts
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